This is the most recent game I’ve worked on. It was a submission for the Game Maker’s Toolkit Game Jam, which took place over 4 days and the theme was: “Built to Scale”
It’s a 2D platformer that revolves around increasing and decreasing the player’s size and mass. As you get bigger, you’ll become heavier and can move obstacles our of your way. As you get smaller, you’re lighter and can jump higher.
Overall, it was a great challenge. Seeing as it was my first time working with physics, I had a bit of a hard time getting everything right in that department. As a result, there’s a lot of weird stuff going on when you try to move blocks around. Some might call it bad physics, but I like to call it Funky Physics.
By the end of the jam, I was fully exhausted and not feeling so confident about the game, but after taking a bit of a break and coming back to it, I would say I like the idea! It’s a very short game, but I’d like to come back to it, improve the physics, add more levels, and add some animations in there.
Kenney assets were used for the ground and backgrounds, and all sprites, sounds, and gameplay elements / code were made by me in the Godot engine.
This is a game that I made for my very first game jam! It was the GameDevTV game jam, which took place over 10 days. It was a great first jam considering everyone had a pretty long time to work on their games. The theme of the jam was “Last Stand”
In this game, you play as a witch who has 1HP, meaning if you get hit once then it’s game over. It’s a fast-paced action game with some bullet-hell elements. I was playing a lot of Elden Ring in the lead up to making this game, so my tolerance for difficult games was a bit too high. As a result, I made the game too difficult, but still a few brave souls were able to complete it.
Overall, this was a fantastic experience for me. It enabled me to use everything I had learned up to that point and to make a game that is actually finished!
All assets used were free assets on the itch.io store, and all music and gameplay elements / code were made by me using the Godot engine.